mirror of
https://github.com/MarekZegare4/MeshCore-Solo.git
synced 2026-09-14 15:16:40 +00:00
feat(sim): real buzzer/RTTTL sound via Web Audio
genericBuzzer (src/helpers/ui/buzzer.h/.cpp) gets a third platform branch, #elif defined(SIM_PLATFORM), alongside the existing NRF52 (direct PWM) and NonBlockingRtttl paths -- purely additive, no changes to either real-hardware branch. It reuses the NRF52 branch's already hardware-free RTTTL parser (_parseHeader/_parseNext/_noteFreq, now shared via a widened guard) but tracks (current frequency, note-end-time) instead of touching real PWM/timer registers, advancing on plain millis() polling from loop() -- same non-blocking shape UITask already drives every tick. Wired into the sim build the same way every real board sets its buzzer pin (-D PIN_BUZZER=<n> in build_flags/DEFINES; here it's a dummy sentinel since there's no real pin, just something to activate the existing #ifdef PIN_BUZZER guards in UITask.h/.cpp/SoundNotifier.h unchanged), plus two new small UITask accessors (isBuzzerPlaying/buzzerFreqHz/buzzerVolume) and three EMSCRIPTEN_KEEPALIVE exports so a host page can poll the buzzer's state. Browser side: one Web Audio oscillator+gain per companion instance (index.html single-instance; mesh.html per A/B, not R which is headless), created lazily on the first real user gesture (AudioContext autoplay policy), polled every 20ms and mapped to the oscillator frequency/gain -- so every notification sound, ringtone, alarm, and volume-blip that already worked on real hardware now actually produces audio in the browser, unchanged at the call-site level. Verified end-to-end with real RTTTL playback traces (not just "no errors"): the startup jingle's exact note frequencies (C6/E6/G6) and a real DM-received notification triggering the receiving instance's Web Audio gain node from 0 to its mapped volume and back, matching the actual "MsgRcv3" melody's notes. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
@@ -75,6 +75,7 @@ SRCS=(
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src/helpers/StaticPoolPacketManager.cpp
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src/helpers/TransportKeyStore.cpp
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src/helpers/TxtDataHelpers.cpp
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src/helpers/ui/buzzer.cpp
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lib/ed25519/add_scalar.c
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lib/ed25519/fe.c
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lib/ed25519/ge.c
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@@ -127,6 +128,9 @@ DEFINES=(
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# DisplayDriver (variants/sim/SimDisplayDriver.h's __EMSCRIPTEN__-guarded
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# SimDisplayDriverCanvas class) instead of the ASCII/stdout one.
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-DDISPLAY_CLASS=SimDisplayDriverCanvas
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# Dummy sentinel (no real pin) -- see platformio.ini's own comment on the
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# native env's identical flag.
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-DPIN_BUZZER=0
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-DMAX_CONTACTS=100
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-DMAX_GROUP_CHANNELS=8
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)
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@@ -27,6 +27,12 @@ build_flags =
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-D SIM_PLATFORM
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-D MESH_DEBUG=0
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-D DISPLAY_CLASS=SimDisplayDriver
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; No real buzzer pin -- this is a dummy sentinel, purely to activate the
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; #ifdef PIN_BUZZER guards in UITask.h/.cpp/SoundNotifier.h/main.cpp
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; unchanged (real boards set this to their actual GPIO pin number the same
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; way). genericBuzzer's own #ifdef SIM_PLATFORM branch (src/helpers/ui/
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; buzzer.cpp) never touches a real pin, so the value itself is unused.
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-D PIN_BUZZER=0
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-D MAX_CONTACTS=100
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-D MAX_GROUP_CHANNELS=8
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-I variants/sim/arduino
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@@ -56,6 +62,7 @@ build_src_filter =
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+<../src/helpers/StaticPoolPacketManager.cpp>
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+<../src/helpers/TransportKeyStore.cpp>
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+<../src/helpers/TxtDataHelpers.cpp>
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+<../src/helpers/ui/buzzer.cpp>
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+<../lib/ed25519/*.c>
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+<../variants/sim/*.cpp>
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+<../variants/sim/thirdparty/crypto/*.cpp>
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@@ -213,6 +213,54 @@
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if (Module && Module._sim_enqueue_key_longpress) Module._sim_enqueue_key_longpress(code);
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}
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// Buzzer: a single Web Audio oscillator+gain standing in for the real
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// piezo buzzer, polled against sim_buzzer_is_playing()/
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// sim_buzzer_freq_hz() (see genericBuzzer's own #ifdef SIM_PLATFORM
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// branch, src/helpers/ui/buzzer.cpp) -- those already track exactly
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// which frequency (0 = silent) should be sounding right now, driven
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// by the real RTTTL playback the notification/ringtone/startup code
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// triggers unchanged. AudioContext can't be created before a real
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// user gesture (browser autoplay policy), so this is created lazily
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// on first pointerdown/keydown -- the boot startup jingle will
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// already be over by the time that first gesture happens, same
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// unavoidable limitation any embedded page with boot sound has.
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let audioCtx = null, buzzOsc = null, buzzGain = null, buzzWasPlaying = false;
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function ensureAudio() {
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if (audioCtx) return;
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audioCtx = new (window.AudioContext || window.webkitAudioContext)();
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buzzOsc = audioCtx.createOscillator();
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buzzGain = audioCtx.createGain();
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buzzGain.gain.value = 0;
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buzzOsc.type = 'square'; // closer to a piezo buzzer's timbre than a sine
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buzzOsc.frequency.value = 440;
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buzzOsc.connect(buzzGain).connect(audioCtx.destination);
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buzzOsc.start();
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}
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// Exposed for console poking / Playwright, same as window.Module above.
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window.__buzzAudio = () => (audioCtx
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? { state: audioCtx.state, gain: buzzGain.gain.value, freq: buzzOsc.frequency.value }
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: null);
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// Volume steps roughly mirror genericBuzzer's own real-hardware duty-
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// cycle table (buzzer.cpp's PCT[]/duty[] -- ~6-8 dB per step); 0 is
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// silence regardless of what's "playing" (mutes without touching the
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// sim's own note-advance timing).
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const BUZZER_GAIN = [0, 0.02, 0.05, 0.09, 0.15];
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function pollBuzzer() {
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if (!audioCtx || !Module || !Module._sim_buzzer_is_playing) return;
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const playing = Module.ccall('sim_buzzer_is_playing', 'number', [], []) === 1;
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const now = audioCtx.currentTime;
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if (playing) {
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const freq = Module.ccall('sim_buzzer_freq_hz', 'number', [], []);
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const vol = Module.ccall('sim_buzzer_get_volume', 'number', [], []);
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buzzOsc.frequency.setValueAtTime(freq > 0 ? freq : 440, now);
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buzzGain.gain.linearRampToValueAtTime(freq > 0 ? BUZZER_GAIN[vol] || 0 : 0, now + 0.005);
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} else if (buzzWasPlaying) {
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buzzGain.gain.linearRampToValueAtTime(0, now + 0.01);
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}
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buzzWasPlaying = playing;
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}
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setInterval(pollBuzzer, 20);
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// Press-and-hold for the on-page buttons: start a timer on press-down,
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// fire the long-press call if still held past the threshold, and
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// suppress the short click on release if it already fired.
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@@ -221,6 +269,7 @@
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let timer = null, longFired = false;
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btn.addEventListener('pointerdown', (e) => {
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e.preventDefault();
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ensureAudio();
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longFired = false;
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timer = setTimeout(() => { longFired = true; sendKeyLongPress(code); }, LONG_PRESS_MS);
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});
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@@ -297,6 +346,7 @@
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const code = resolveKey(e);
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if (code === null) return;
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e.preventDefault();
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ensureAudio();
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if (keyHold.has(e.key)) return; // auto-repeat, not a new press
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const state = { longFired: false };
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state.timer = setTimeout(() => { state.longFired = true; sendKeyLongPress(code); }, LONG_PRESS_MS);
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@@ -421,12 +421,56 @@
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// current when the listener was attached.
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function currentInst(key) { return key === 'A' ? A : key === 'B' ? B : R; }
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// Buzzer: one Web Audio oscillator+gain per companion instance (not R
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// -- a headless simple_repeater has no UITask/buzzer at all), same
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// mechanism as web/index.html (see that file's own comment). Keyed by
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// instance tag rather than closing over A/B directly, since Reset
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// (resetInstance() above) replaces those bindings with a fresh module
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// -- currentInst(key) below always resolves the live one, so a reset
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// instance's sound keeps working against the same AudioContext.
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const buzzAudio = {};
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function ensureAudio(key) {
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if (key === 'R' || buzzAudio[key]) return;
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const ctx = new (window.AudioContext || window.webkitAudioContext)();
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const osc = ctx.createOscillator();
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const gain = ctx.createGain();
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gain.gain.value = 0;
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osc.type = 'square';
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osc.frequency.value = 440;
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osc.connect(gain).connect(ctx.destination);
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osc.start();
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buzzAudio[key] = { ctx, osc, gain, wasPlaying: false };
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}
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const BUZZER_GAIN = [0, 0.02, 0.05, 0.09, 0.15];
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function pollBuzzer(key) {
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const b = buzzAudio[key];
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const inst = currentInst(key);
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if (!b || !inst || !inst.isReady() || !inst.mod._sim_buzzer_is_playing) return;
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const playing = inst.mod.ccall('sim_buzzer_is_playing', 'number', [], []) === 1;
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const now = b.ctx.currentTime;
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if (playing) {
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const freq = inst.mod.ccall('sim_buzzer_freq_hz', 'number', [], []);
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const vol = inst.mod.ccall('sim_buzzer_get_volume', 'number', [], []);
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b.osc.frequency.setValueAtTime(freq > 0 ? freq : 440, now);
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b.gain.gain.linearRampToValueAtTime(freq > 0 ? (BUZZER_GAIN[vol] || 0) : 0, now + 0.005);
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} else if (b.wasPlaying) {
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b.gain.gain.linearRampToValueAtTime(0, now + 0.01);
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}
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b.wasPlaying = playing;
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}
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setInterval(() => { pollBuzzer('A'); pollBuzzer('B'); }, 20);
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// Exposed for console poking / Playwright, same as window.__meshSim below.
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window.__buzzAudio = (key) => (buzzAudio[key]
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? { state: buzzAudio[key].ctx.state, gain: buzzAudio[key].gain.gain.value, freq: buzzAudio[key].osc.frequency.value }
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: null);
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document.querySelectorAll('button[data-instance]').forEach((btn) => {
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const key = btn.dataset.instance;
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const code = Number(btn.dataset.key);
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let timer = null, longFired = false;
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btn.addEventListener('pointerdown', (e) => {
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e.preventDefault();
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ensureAudio(key);
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longFired = false;
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timer = setTimeout(() => { longFired = true; sendKeyLongPress(currentInst(key), code); }, LONG_PRESS_MS);
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});
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@@ -606,6 +650,7 @@
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const code = resolveKey(e);
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if (code === null) return;
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e.preventDefault();
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ensureAudio(focusedKey);
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if (keyHold.has(e.key)) return;
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const state = { longFired: false };
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state.timer = setTimeout(() => { state.longFired = true; sendKeyLongPress(currentInst(focusedKey), code); }, LONG_PRESS_MS);
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